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Worlds of Design: What's Your Style?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7783872" data-attributes="member: 6873517"><p>I think at some point there's an inherent conflict between these two, though of course as you say many people are a mixture and the "casual" type gamer often doesn't bother to RP or know the rules so it's not really aligned on one axis. </p><p></p><p>If you want a really high drama story, that can be quite difficult to achieve when being a rules-follower or odds-calculator. This is particularly true in a game like D&D, which has minimal support for "drama points" or the like which appear in other games. It's flirted with those kinds of ideas with 4E's Daily powers and Action Points (both Eberron style and 4E), and, in a tiny way, Inspiration, but for the most part, D&D doesn't provide a mechanical way to support a more dramatic play. A skilled DM can make it much more possible, of course, but there's no real way for players to do it aside from things like consumable magic items. Some classes are a bit more "dramatic" than others, of course, but many are pretty much just wargame grind. </p><p></p><p>By contrast, games like Star Wars D6 (which might be the first to have this?) to White Wolf's <em>Adventure!</em> to the various Modiphius 2D20 games have clear, built-in mechanisms to allow the players to enhance the drama.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7783872, member: 6873517"] I think at some point there's an inherent conflict between these two, though of course as you say many people are a mixture and the "casual" type gamer often doesn't bother to RP or know the rules so it's not really aligned on one axis. If you want a really high drama story, that can be quite difficult to achieve when being a rules-follower or odds-calculator. This is particularly true in a game like D&D, which has minimal support for "drama points" or the like which appear in other games. It's flirted with those kinds of ideas with 4E's Daily powers and Action Points (both Eberron style and 4E), and, in a tiny way, Inspiration, but for the most part, D&D doesn't provide a mechanical way to support a more dramatic play. A skilled DM can make it much more possible, of course, but there's no real way for players to do it aside from things like consumable magic items. Some classes are a bit more "dramatic" than others, of course, but many are pretty much just wargame grind. By contrast, games like Star Wars D6 (which might be the first to have this?) to White Wolf's [I]Adventure![/I] to the various Modiphius 2D20 games have clear, built-in mechanisms to allow the players to enhance the drama. [/QUOTE]
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